Bambai (Bahm-Bye)
The Shield of Abjuration
"Gol-Duulga, the stalwart city, it really does live up to the name. The most massive of structures in all of Ezlekh, including its nearly 750 year-old massive wall, and they were stubborn enough to construct all of them without magical assistance! Though there's a lot of impressive stuff going on on that front, entering the city is quite, well, depressive. I got the most... thorough, downpat I've ever received in my life, and they confiscated over 50% of my magical wares for "public safety" reasons. And after all the effort it took to get here, through damp forests and wet marshes, I at least expected a warm welcome..."
Demographics
A good chunk of this territory's land is situated in one of the ancestral birthplace of Aekko's winged races (the Western portion, including current Astraganto territory), while some of the newly-integrated Amidrakh are primarily Giths and Yuan-ti. This makes the population ~25% Aarocockra and Kenku, 15% Gith, and 10% Yuan-Ti, with the rest of the population being a mix of all races and creeds.
Government
Bambai is run by a strict Totalitarian government, much like most of the Ezelkhian governments were before the 2nd Ezlekhian Civil War, with Khan Talbar currently holding office. Each of the territory's towns is governed by a Khural, a single person chosen by the current Khan whom acts under their direct guidance. In the City of Gol-Duulga, the laws for casting magic require a caster/business to be registered with the Bambaian Regime, receiving penalties of upwards of 5 Gold per spell level upon being caught, and multiple offenses can even result in jail-time.
The Regime keeps the citizens of Gol-Duulga very happy by having a state-of-the-art medical care system, as well as a strong police force, both of which are able to serve the citizens around the clock while still having some of the cheapest taxes on this side of Malnova. The city's justice system, which is led by the Bambaian Regime is known for their swift and decisive actions, not hesitating to lock up defectors in the country's only maximum security prison, Tam Junction. Though outsiders may consider the treatment of the more harshly-convicted inmates at Tam Junction to be cruel, being kept in an almost-maddening isolation from the rest of the world, Bambaians believe the reformatory center to perform exactly the function it needs to.
Defences
Being in-line with the design philosophies of other Ezlekhian territories, Bambai integrates multiple layers of defense throughout its landscape, as well as within the city's limits to cripple the onslaughts of potentially-violent intruders.
To start, the city of Gol-Duulga is surrounded by a thick circular stone-brick wall which is outfitted with runic symbols encarved onto each of the wall's bricks, allowing for completely unpredictable attacks to catch invading factions off-guard. These rune-carved bricks are able to bring upwards of 5-10 soldiers to their knees, or even to their deaths thanks to the runes being almost 5-7ft in diameter. The brick wall's aformentioned function is not its only feature, however, as the wall itself is set up to be Aekko's largest-known geomancy circle, whose current function is to monitor magical activity within its bounds. This magic circle can also be re-written by the Bambaian Regime in a mere few hours to perform a variety of other functions, depending on the defensive circumstances of the city, these functions including the enforcement of an anti-magical barrier around the city (or in a couple hundred-foot range beyond its borders), the creation of an impenetrable column barrier, the output of massive amounts of elemental energies to scar the land around the city, among other functions.
The city's walls, as well as several guard towers located throughout the city, are heavily-manned around the clock by a guard force who is adept at abjuration magics as well as with hand-to-hand combat using shields of all sorts, firearms, and even enchanted weapons. These towers, as well as the city's perimeter, also boast large launchers which can strike foes up-close and even up to 2,000 ft away with 100-ft accuracy. The ammunition for these launchers is intent on crippling their foes, and are large mystek-laidened orbs which can either act as deadly-disease spreaders, giant magnets to immobilize entire battalions, as well as large anti-magic nets which can curb their ranged foes. Travelers to the city can (shockingly) expect as thorough of a shakedown as the state's enemies outside, with trained wizard guards confiscating any magic items/arcsthetics they believe to pose a threat to the public, running background checks and even patdowns, they do not make it easy for the peace of the city to be disturbed.
A vast majority of the larger and most bustling buildings within the city are also boasting similar defensive strategies as activatable security systems. These buildings are outfitted with runic traps located along specific points of the floor which force large amounts of pressure onto its more violent dwellers in order to knock them out. Each major building is also sporting 1-2 powerful mystek turrets in each room, which can either apply deadly force onto these bad actors or completely immobilize them with magnets, spiderwebs, arcsthetic-disabling rays, or even Heat Metal spells to disarm and burn assailants.
Shoron Marshlands: This portion of the Bambaian territory is chocked full of surprises bent on slowing down the unprepared. The marshlands live up to their name, with stagnant body-deep swamps that span miles parallel to the Kolrego River, not that being able to wade through these swamplands would prove beneficial, as the mud caking its basin floor is known to swallow the exhausted. Thanks to this, plus the existence of flesh-eating insects in this unforgiving land, there is no surprise that the bones of the mire's victims are rumored to have been a gold-mine for it's previous owners, the Amidrakh, with more rumors spinning that the bones of creatures piled upon the base of the mudhole may rise once again thanks to Amidrakh members or sympathizers.
These swamplands, as well as the rainforest to the South, are also frequently patrolled by the crafty Shoronibillies, a sect of magical individuals whom call these damp biomes their home. These pseudo-guards are hired by the Bambaian Regime to keep tabs on those traversing their homegrounds, setting Mystek traps in precise places intent on trapping or immobilizing foes to be taken to a local Regime representative for questioning. These troops leave little traces of their presence, blending in perfectly with their surroundings, requiring a keen set of senses to pick out. They are also typically wielding low-level magic items and enchanted items, allowing them to hold themselves toe-to-toe with possible assailants; beating a group of Shoronibillies in combat can either reward one with some valuable magical goodies, or leave them with just the crafted armors that they wear on their backs.
Amkhöndii Foothills: The former Bambaian/Amidrakh super-highway of Western Ezlekh, these ravine-populated hills hide a weaving structure of roads and bridges beneath the surface. It is nearly impossible to navigate these foothills from the topside by foot, and this is by design to force travelers to delve underneath to the formerly-heavily-patrolled bridge highway, with some desheveled mineshafts and settlements (which may still hold treasures) jutting out from the sides of this pathway. There are quite a few guard towers which overlook the pathway through the caverns, however quite a few of these towers are abandoned from lack of upkeep by the Bambaian Regime. These abandoments may also be related to the supposed denizens underneath of this already underground area, as the ravines cut down so far into the planet that they end up reaching The Hollow. The region's monsters were reported to claim many lives when the construction of the superhighway occurred, however with a lack of reports of these monsters terrorizing the tunnels as of recently, who knows if they silently stalk these tunnels without alerting the Regime's guards.
Korgodogh Shirengen: An extremely unique rainforest riding the territory's Southern border with Id Duudakh, Korgodogh Shirengen separates itself quite a bit from the Korgodogh Od thanks to its unique species of thermochromic rainforest plants along with magic-resistant beasts. These man-eating/hating beasts are easily able to find and pick-off wanderers due to the plant's unique properties, basically showing the movements of any creature for hours after they had done so through heat-registered movements which can be seen in the plants underneath them. These violently-defensive denizens are also extremely friendly with the nature-respecting Shoronibillies living within the jungle, whom can often be seen working side-by-side with the beasts to protect the forest (and Bambai) from any whom may do it harm. If these woods suddenly become quiet, too quiet, it's already too late for you.
Infrastructure
Much of Gol-Duulga's buildings are focused on their verticality, as the city was hit with a sort of pagoda-fever ever since the city's anti-magic laws were implemented back in 1525. The city's labormen have been hand-laying marble/stone brick walkways/roadways long before they began hand-pouring stone pagoda buildings on these mile-long roadsides, leading to beautifully-designed colorful roadways which stick out from the bland towers which populate them. The city planners have become extremely methodical about the city's layout and design, now that they have constructed a wall to enclose the city, thankfully this works perfectly with the city's vertical building obsession. The city's buildings have all the amenities one would expect of modern housing; Indoor plumbing (including hot water-heating Fire runes), albeit touchy indoor air conditioning for the pagodas and other major structures (made possible thanks to the Cold/Fire runes enscribed on each building's blocks), garbage-collection (which is sent to Khudaldaa for atomic reconstruction), and even indoor-lighting thanks to standardized mystek tubes which are changed on a yearly basis.
The city's center around Tam Junction is home to plenty of impressive pagoda towers, all built by wealthy Ezlekhians whom are all competing for their home to be the most elaborate while still complying with the Regime's strict rules which limit the house-building process's materials (to muted stones and woods) and methods. These more-elaborate homes feature ridiculous and impractical things to flaunt their owner's wealth and/or poured effort, some contain features or portions of the building which move with the winds, suspended swimming pools among other water features, and one notable house is programmed to constantly play music throughout the day using a complex stone gear setup.
Districts
The City of Gol-Duulga: Also known by opposers as Promockticus, Gol-Duulga is the current capital city of the Ezlekhian empire, and stands as one of the most impressive architectural feats in the modern world. The city, housing nearly 1.5 million Bambaians in its nearly 10-square mile area is still spaced-out quite nicely thanks to the verticality of its buildings, so much so that it is common for citizens to travel from city-corner to city-corner by stagecoach. The city is nicknamed the "Stalwart City" thanks to its nearly impenetrable defenses (and believe me, armies have only further proven this point), leading to much peace within the seemingly unbreakable stone wall. The city is somewhat waffle-like in its layout, broken up by beautifully intricate criss-crossing marble/stone brick roads who stick out in front of the otherwise barren buildings, showing that these roads have stood the test of time. The city's beautiful roads divide it into a variety of different districts throughout its monumental area.
The Academy district in the city's Northeast is a quiet and peaceful portion of town with all of the amenities Ankhnyus Academy would ever need to function and thrive. The Bohkite District is a historical mini-village on the city's West side houses the strongest martial artists in all of Ezlekh who are just waiting for a fight. Straight North of the Bohkite District is the city's Crate District, aptly-named for its blocky-shaped buildings which act as lower-class housing and factories for everyday goods as well as military gear. The city's center houses Tam Junction, the city's prison and religious/transportation hub, with a large amount of high-rise businesses and expensive apartments dotted just around the city's hub. The Southwestern section of the city is almost entirely dedicated to the health of Gol-Duulgan citizens, with a neighborhood full of rehabilitated Tam Junction inmates (including those that are a part of talent squad of Skud Row), plenty of home clinics, churches for spiritual health, and of course the worldwide-known Bügendmend hospital. Finally the Southeastern portion of the city is home to the city's bank as well as a slew of businesses, but mostly contains pagoda apartment buildings for a bulk majority of the city's population.
Shoron Marshlands: A portion of swampland along the Kolrego River which cuts through the Eastern side of the territory. Due to the anti-immigration policies of Bambai, as well as the territory's need to defend against the eventual Vomethndan invasions, any who travel through these wilds who aren't instructed by knowledgable parties are in great risk of the land's many traps lying in wait. The bog contains an array of mystek-activated traps meticuously laid by Shoronibilly sorecerers which are designed to magically contain creatures for arrest or for questioning. These traps can range from low-level spells like Snares and protective auras, to more foolproof higher level spells like Globes of Invulnerability or even the Druid's Grove spell (which disorients and confuse its victims). Additionally, these swamplands contain large, difficult to navigate portions of water as deep as 10ft underlaid with quicksand-like muck, and meat-eating insects (which even have the ability to chew through fabrics and even wood) which make nights of sleep within this region extremely restless without the proper preparations.
Amkhöndii Foothills: A range of bumpy terrain immediately to the South of Gol-Duulga, these hills hide a vast network of caverns and ravines below, with some of these ravines even scarring the surface. These caves acted as somewhat of a highway for traders in the recent past, with large suspension bridges and Bambaian/Amidrakh dug tunnels ferrying the travelers and their wares to Gol-Duulga with little-to-no monster activity. There are quite a few guard outposts also dug into the cave sides and ravine walls, allowing for great vantage points on any travelers, however quite a few of them are abandoned. The bottoms of these ravines are said to contain ravenous beasts from The Hollow, and while that is just a rumor at the moment, the recent disappearances of important shipments to Bambai still begs an explanation.
Korgodogh Shirengen: A mostly untamed but spacey jungle area North of Id Duudakh's Korgodogh Od filled with magic-resistant (or even magic-reflecting) creatures such as Crag Cats, Wood Woads, and Flail Snails, along with your usual predatory plant creatures. It is believed that the first Abjuration spells were reverse engineered by early runic artists after their encounters with creatures from this region of Malnova. The jungle floor is covered in thermochromic mosses whose color changes due to heat (from a frosty blue to a blistering garnet), which camoflage a majority of the plant species in the area while highlighting areas in which creatures have traveled. The jungle, which is almost perfect for hunting its larger denizens, is frequented by big game hunters who often camp out in the deep parts of these woods to bring back Crag Cat pelts to their families in Id Duudakh or in the city of Gol-Duulga. These hunters commonly contest with the other people whom call these wilds their home, those being the Shoronibillies, a nature-loving group of people whom patrol these woods in great numbers wielding magic items which they use to immobilize enemies of the state.
The jungle is also home to 1000-year-old Amidrakh ruins which is said by explorers to open up into a large vacant portion of The Hollow underneath, though the reasoning for this usually dangerous and lively biome's vacancy remains a mystery.
Guilds and Factions
Bambaian Regime: The governmental structure which oversees the Bambaian territory as a whole, with one major representative called a Khural at each of the territory's towns, and a humongous presence in the city of Gol-Duulga. The Regime refers to all citizens of the territory, and its members enforce the strict rules/guidelines which help keep the peace, reporting violators to their nearest representitive or performing citizen's arrest when appropriate. Examples of some of the most prominent rules are located below:
- Unregistered magic users/uses within Gol-Duulga's walls are to be fined 5 Gold per spell level cast. Multiple offenses will result in a 3-year arrest per offense, with more than 10 offenses placing the criminal in Tam Junction's Halt Block for the remainder of their sentence
- During times of war, Vomethndans, whether living in the city/town or just passing through, are to be arrested on-site and questioned. Harboring these fugitives or not acting upon an arrest results in a minimum 5-year jail sentence for the charge of treason
- Speaking out in opposition to the Bambaian Regime results in a minimum 1-month jail sentence, maximum life-sentence dependent on the offense
- Buildings are to be constructed using traditional equipment, using Ezlekhian stones and woods of muted colors; violation resulting in a fine of 10 Gold per day observed
- A strict curfew is put in-place for all non-guard/regime citizens. Building lights are to be extinguished after sundown, resulting in small fines if disobeyed. Building noise after sundown is not to travel more than one block, violations being 10 Gold per offender per block which the sound permeated
- Outfits which are not considered of historical significance are not to reveal any leg skin above the knees, arm skin above the elbows, or bare skin near the chest/groin areas. Sentences vary from small fines or warnings to 1-month of jailtime
Points of interest
Tam Junction: The city's parking garage, religious focal point, and most importantly the city's famed maximum security prison, all rolled into one. Tam Junction was built in the 1400's as a marketplace for Gol-Duulga's bustling trading economy. Due to the strictening of laws during the leadup to the 2nd Ezlekhian Civil War in the late 1400's, the building was gutted and heightened by the Bambaian Regime to instead act as a prison and a stagecoach garage for invited traders, with that marketplace being relocated to the city's Southeastern section. After its repurposing, the building quickly became one of the most foritified structures in all of Ezlekh, with the thinnest foundational walls for the structure being 20ft thick (and strengthened with multiple layers of metals therewithin). The prison was designed to hold a large village's worth of people within its walls, each behind various levels of security, depending on the severity of their crimes:
Firstly, the prison's Track Block is the most-standard, least magical prison in Gol-Duulga, with nearly 80% of the prison's residents. The block is divided by gender, each room containing 8-10 prisoners who are randomly assigned with one another in 20'x30' rooms which are sealed at their door and window with invulnerable barriers which run off of a mystek power array. Each prisoner in this section and below sport matching fluorescent prison uniforms, in addition to a pair of Surge Suppressors, a pair of handcuffs whose insides are circumscribed with magic-dampening runes in countless layers. These prisoners are treated quite well, comparitively, and enjoy a schedule which includes three square meals, activities like sports and manual labor which they can enjoy outdoors, and even an in-prison store which the prisoners can use to buy snacks, books, and even visits with their loved-ones.
Tam Junction's Shed Block sits just beneath its Track Block, and houses the more violent prisoners of the facility, and is a much smaller floor than its upstairs neighbor. The Track Block has an envelope about 10% the size of the Track Block, this being due to the block's experimental mystek integration. The prisoners in this block are sedated and placed inside of bed-sized pods into a comatose state so that their dreams can be influenced by a specially-designed Mystek helmet which is placed around their head. Through the use of mental manipulation magics, these prisoners imagine themselves helping out others and performing charity work in this dream state, with the goal being for these prisoners to learn from their wrongdoings by doing some good for a change. This technique is not all positive-reinforcement, however, as the subjects are zapped by electrical diodes on their extremities if they do not behave. Time is immensely slowed down in this dream state, with every minute in the dream equating to one hour outside of the dream, meaning the typical 5 or 10 year sentences can be served in as little as 1 to 2 months if the prisoners pass on their exit exam. Unfortunately for this block's prisoners, the success rate of this experimental program are much lower than the other blocks, with around 50% of this block's prisoners being readmitted within 10 years of their release. One reason for the relatively quick readmission of these prisoners might be their disillusionment in the dream space. Some of these prisoners become too attached to the lives they lived in this dream world, whether it being due to their lives being much better in there, or if they grow attached to any of the people in there; some will do anything to go back. The researchers at Ankhnyus Academy hope that some more simulation testing will improve the success rate of the relatively-new experimental treatment.
The prison's Halt Block is sat 50ft below the floor of the Shed Block through layers and layers of metal and concrete, and for good reason. The Halt Block is the home for the most dangerous criminals, which the Bambaian thinks are beyond saving, leading this section of the prison to be purely one for suffering. The prisoners in this section are locked in 20ft x 20ft sensory-deprivation chambers, completely isolated from the rest of the world, as their bodies float in a motionless Gelatenous Cube until the end of their sentence. Thanks to experiments by Tagnuul's House Barimt faction, these slimes are able to provide the prisoners with air inside of themselves, while also halting all of the other body's functions, leading the prisoners to live in a space where they can't move, can't perceive, and are driven to lunacy and far past it too. Accomplishing the Regime's goal, these prisoners often come out as completely shattered individuals, which is when these individuals are taken under the wings of the Skud Row talent agency, where their "new life can be given purpose".
Above ground-level, the prison's concrete column structure extends into a 120ft-tall column which is designed to hold up to 200 stagecoaches and their mounts, each of which is tended to by volunteering members of the Bambaian Regime. The floors of this parking garage and the temple above are accessible thanks to the winding road circumscribed in the building's interior, or by a lift elevator in the column's center. Capping Tam Junction's parking garage is its Temple of Light, the most major religious site in all of Ezlekh. Those who worship at the Temple of Light with the members of the Rays of Life are said on occasion to hear the voices of the Gods and even physically interact with them, making believers out of even the most obstinate. For this reason, some clerics and paladins of Eilifur travel great distances across Malnova on pilgramages to the Stalwart City in the hopes that they may hear the direct orders of higher powers
Capita Möngönii: A state of the art centralized bank for all of Ezlekh, Capita Möngönii, formerly known as Vault Aguulakh, is both a high-tech vault and a treasury in-charge of producing the region's currency. Was recently re-named after Khan Möngönii of Khuurmag due to his generous donations to the city, and more importantly, to its bank. The bank's front office is manned by trusted members of the Bambaian Regime elected by the Khan herself, with these current bankers being primarily of Aarakocran descent. The bank is a grandiose hall which proudly displays paintings of Bambai's history along a cieling mural (including Khan Bambai being led to the land by Eilifur herself, the taming of beasts in Korgodogh Shirengen, and the seat of Bambai as the crown jewel of Ezlekh), as well as various hung paintings throughout the room.
Behind the banker's counter on the back wall of the establishment are 5 30'-diameter lift elevators, which descend into the bank columns below. Each of these elevator columns house rows of 50 1'-diameter circular slots known as vaults, which protect one's belongings behind invulnerability barriers. These invulnerability barriers each display a unique Geomancy sigil which acts as a lock that only a different handcrafted sigil circle "key" laid over it by the vault's owner can open. Inside each of these vaults, one can store anything from vast hoards of gold, to family heirlooms, to signed agreements, to even powerful magical artifacts, and thanks to the precision of the "lock and key" system, one may never worry about their vault being stolen from (unless somehow the Mystek array powering it is interrupted).
Ankhnyus Academy: The elite military academy of Ezlekh, this academy takes up a large portion in the Northeast of the city of Gol-Duulga. This school is the largest and oldest organized school in all of Ezlekh, with an alumini consisting of members of all Ezlekhian governments, including multiple khans from each territory. The academy is home to 3 distinct types of student curriculums: Cradle-to-Crown is a program in which children as young as 5 are put through comprehensive schooling until they reach age 21 (mimicking modern schools, however the program is much less forgiving), Accelerated students are put through a 5-year program which focuses on a specific major with the primary majors including foreign/public-relations, medicine, engineering, magistration, and leadership, and the Regime-fast-track, which is a more standard military school program with a focus on utilizing all types of combat (improvised, weaponed, mounted, and magic-based). The campus acts as a living quarters for all of its students and faculty, containing everything these burgeoning minds may need to grow into the capable adults they will be whipped-into-shape into. The campus contains gourmet lunchrooms, state-of-the-art training facilities including an illusion-based combat simulator and up-to-date Mystek training gear, enchanter and Teknomancer professors whom loan their services to the military and public, the 2nd largest library in Ezlekh, and even a career-services center which is partnered with the Bambaian Regime.
Bügendmend Hospital: Gol-Duulga's leading hospital for physical, mental, and spiritual health, and Ezlekh's premiere medical-care facility after the fall of the Amidrakh Empire. The influence of the Rays of Life is felt very strongly in this hospital, as these nurses and doctors are firm believers that all sicknesses and ailments are due to an imbalance in both the body and the soul, and that one cannot be healed if both aren't attended to. Therefore medical practicioners at this hospital perform healing through a mix of apothecarial balms/oils (old medicine) and healing magics (new medicine) to heal the body, and intense prayer sessions to heal the soul. While 80% of the hospital is dedicated to medical equipment and open multi-patient rooms, the remaining 20% is dedicated to 4 synagogues, one on each of the building's 4 corners, with each church being dedicated to different ailments. The church of Dölkhair focuses on ailments of the heart and blood, the church of Noirdremj is for physical injuries, Küvüagaar's church is focused on unknown ailments as well as ailments of the mind, and Eilifur's church is focused on curing diseases and solving issues which threaten one's mortality.
Bohkite District: A historical sector in the Western section of Gol-Duulga housing some of Ezlekh's most revered dojos for their favored martial art of Bohk. Bohk is a form of traditional Ezlekhian wrestling which very few corners of the country still practice, but it essentially involves scantily-clad rope-wearing competitors (Note: this dress is legal due to it being considered ceremonial clothing) in a ring trying to land their opponents on their knees or back. The sport is one of the oldest Ezlekhian traditions, and though it contrasts Ezlekh's defensive magician persona, it shows the underlying potential strength of Bambaians and Ezlekhians alike. When walking through this sector full of classically-designed tent dojos, Bohk-masters will likely try and recruit you to their dojo through challenging you to a match of Bohk, whether or not the potential recruit is even aware of the sport's basics.
Öchigdör-Margaash Ruins: Nestled in the Korgodogh Shirengen, these ruins of an ancient Amidrakh city are said to be a cursed cache of treasure for any who dare enter its trapped halls. These ruins date back to the year 800, being abandoned in the late 1000s due to its underground nature being difficult for the city's upkeep, among other complications. Since then, the city's shell is said to hide both undead Amidrakh ancestors and countless riches which have been nearly untouched this millenia, though I doubt these undead will be very happy about such a rude awakening. The city also has some mysterious ties to The Hollow, as a portion of the city is said to be spliced with a mysteriously-vacant variant of the underground realm; may the ancient undead wizards have actually found a way to coexist with their underground brethren?
Architecture
The city's architecture is quite limited in variation thanks to a restrictive Regime law outlawing most vibrant colors on the city's buildings. Most of the buildings across Gol-Duulga are styled as Mongolian pagodas, almost looking like grey concrete ribcages which emerge from large foundations in the ground. These sparsely-decorated pagoda buildings do allow for the intricately-placed marble/stone brick streets to stand out from the otherwise un-noteworthy buildings they lead to.
Tam Junction: This behemoth of a building stands as the city's centerpiece, being an almost forretress-like structure that shows the true strength of Ezlekhians even without their magic. The building stands as tall and as bulky as a modern high-rise building, with windows on all sides of its parking garage section until reaching the sun goddess's temple at its peak. The temple at the climax of Tam Junction is shaped like a standard Mongolian archway, boasting reds and oranges coming from its angular edges which stick out among the grey high-rise apartment buildings surrounding it.
Capita Möngönii: This building is structured like a columned monastery (despite its lack of religious ties), looking almost like an Asian take on the Greek parthenon. It is a grandiose structure which hides among the crowd of similarly-sized buildings due to its brown cieling tiles and unpainted archways, however this allows the colors on the insides to add a bit of Khuurmaagan glitz and glamour to an otherwise subtle area.
Bügendmend Hospital: The hospital takes on the stylings of a classically-designed schoolhouse, with 4 blocky churches located one in each corner, and a large rectangular stone brick building boasting a large vaulted terracotta roof connecting them. The hospital was constructed before restrictive construction laws were enacted, leaving the sides of this building to be adorned with stained-glass windows depicting each of the four gods in the church corner building. Buildings as old as these are truly a site for the sore-eyed Bambaians.
Bohkite District: This district of town is known for its traditionalism, and the architecture falls very much in line with that ideology. The architecture harkens back to the earliest days of the city's architecture, where houses were long rectangular tents with pointed tops which helped break the cold Winter tradewinds. This district is nearly entirely designed in this fashion, and some may even find similarly-designed Bohk dojos in the Amkhöndii Foothills and beyond.
Geography
The Bambaian territory sits in a very geographically-advantageous position, with the Northern border resting in the Feramonto Mountains, the Vomethndan border sitting right over the mountain region's crests for Regime officials to keep an eye on. The Eastern portion of the territory has the Kolrego River cutting right through it, creating the Shoron Marshlands, while the Southwestern portion of the territory is the flat open jungle known as the Korgodogh Shirengen.
Just South of the City of Gol-Duulga, North of the Korgodogh Shirengen is the Amkhöndii Foothills, a portion of rough hilly terrain with caves underneath which act as access points to The Hollow. Between the Amkhöndii Foothills and the Shoron Marshlands lies the old Amidrakh city of Övchtei, the largest town in Ezlekh.
Climate
The region of Bambai receives tons of rainfall per year, reciprocally feeding the marshlands and jungle inside the territory's borders every year. The territory goes from a temperate climate on its Northside to a warmer, almost tropical climate for the region's Korgodogh Shirengen and Southern Shoron Marshlands. The Summers of the South part of the region can reach temperatures as high as 120 degrees Fahrenheit, while the Winters in its North can reach just below 0 Degrees Fahrenheit.
With the temperatures and humidity of the region in-mind, one best dress lightly when travelling through these regions, as it will all surely be caked in sweat before they arrive to their destination.
Founding Date
698
Alternative Name(s)
The Shield of Ezlekh
Type
National Territory
Population
3.5 million
Inhabitant Demonym
Bambaians
Included Locations
Ruling/Owning Rank
Owning Organization
Related Tradition (Primary)
Characters in Location
Related Reports (Primary)
Comments